Ruler of Mount Olympus, this mighty God of lightning commands respect and awe from his foes! His ability to cast & control the arena through shocking displays makes him a formidable ally or enemy! Here's a brief glimpse at his kit:
Surge
Zeus dashes forward, damaging enemies along the way. Zeus can refire this ability within a limited window to dash again.
Bolt of Olympus
Zeus holds a bolt of Olympus aloft before throwing the projectile forward, stopping on first enemy hit. If Zeus holds and charges it, it deals increased damage, becomes a large projectile, and will shock enemies near the target.
Thunderstruck
Calling down thunder from the sky, Zeus strikes 3 areas in a line in front of him in a quick sequence. Enemies hit by the initial 2 strikes take damage and are pushed into the next hit. Enemies hit by the final strike take increased damage and heavy knockback.
Ultimate - Heaven's Rage
Zeus flies into the air before throwing down bolts from the sky, 3 at a time. Enemies hit by the bolts take damage and become Charged. Targets can be Charged up to 3 times. If Zeus has Charged enemies after throwing all his bolts he will snap his fingers and call down a lightning strike on the target. With each charge, its area of effect increases in size and knockback.
Balance Changes
Core Combat Changes
We added a .2 delay before you can cancel or recast your movement abilities (Ability 1) on the following Gods:
Athena
Thor
Susano
Arthur
Thanatos
Izanami
We had 2 problems on movement abilities.
First, players were able to cancel very early in order to reset aerial attacks. This was causing major imbalances and would in the end mean we would need to redesign air attacks for characters like Susano as they push players quite a lot and could be used to eliminate opponents early.
Secondly, the ability and animations were never designed to be instant confirm and therefore would lead to some problems where players could still hit characters confirming their movement ability cast. The way our game works, the capsule stays where the movement ability is confirmed. So, if you confirm straight away, you could get hit while you’re animating in the air.
We've implemented a technical design that prevents multiple players keeping enemies in long combos. When the system detects abusive combos being performed, it will apply a knockback to the victim, in order to break the combo.
This change will help prevent infinite combos in 1v2 and 1v3 scenarios.
Cratering force (the force at which you bounce off the ground) after a spike will now be increased by your % of Vulnerability.
This will result in spikes not allowing to link in between different attacks and effectively negate the ability for spikes to be used to chain combos together beyond certain Vulnerability.
God Balance
Amaterasu
Sunlit Uppercut
Startup changed to 0.25 seconds (From 0.2)
Bug Fixes
Made sure uppercut is sending opponents forward
King Arthur
Soaring Edge
Increased Wave slash projectile speed by 10%
Might of Excalibur
Increased duration to 13s (was 11)
Hits now deal 50% increased damage (was 30%)
Athena
Air Heavy
Reduced endlag to 0.55 (was 1.1)
Hercules
Berserker Rage
Reduced knockback of third hit by ~17.5%
Talents
Look up - Reduced damage to 10 (was 12)
Izanami
Fade
Reduced stealth time to 3 (was 4)
Sol
Talents
Preheated - Ult charge on game start reduced to 15% (From 20)
Bug Fixes
Fixed a bug on Combustion with being able to put the ability on half cooldown if you dodge just as the explosion occurs
Susano
Air Light
Air Light into Air Heavy is now a true combo
Storm Kata
Reduced time allowable between firing hits to 3.25s (was 4s)
Thor
Hold Heavy
Warp distance increased by 4m
Anvil of Dawn
Increased Radius by 10%
Berserker's Barrage
Allow Thor to dodge out of the ability and allow jump during the ability
Base speed increased from 30% to 40%
Talents
Spinning Spree - Reduced movement speed bonus from 25% to 15%
Ymir
Hold Heavy
Warp distance reduced by 2.5m
Frost Breath
Reduced frozen time to 2.5s (was 3s)
This ability can no longer Counter
Talents
Frostbite - Reduced damage to 6 per crater (was 8) & Capped the amount of crater per wall to maximum of 2 (was infinite)
It’s another week in Motornation! Let’s dive into what’s in store for The Crew 2.
LIVE SUMMIT– RIDER CHALLENGE (JANUARY 4 – JANUARY 10)
Winning a competition from the warmth of a cockpit and sitting behind a steering wheel may seem accessible but sitting on a motorcycle going at breakneck speed is a whole other challenge! Join the starting line and show your riding skills during this week’s LIVE Summit!
PLATINUM - LEGENDARY MX FULL SET (NITRO CHEMIST, DRIFTY & TRICKY) GOLD - KTM 450 EXC RED BULL EDITION (2015)– MOTORCROSS SILVER - 52.5K SPARE PARTS BRONZE - 150K FOLLOWERS
Indian Motorcycle FTR 1200 S (2019) - Street Race Bike
VEHICLES & VANITY BUNDLES
Are you the type to hide in the jungle brush, or blaze through with lights and sirens? This week's bundles will help answer that for you! The Far & Beyond Store this week is hosting the Tiger Claws and Firefighter Bundles, available until January 10th!
Bugatti Chiron Super Sport 300+ (2019) - Tiger Claws Bundle
We have evaluated feedback from the community and analyzed sales reports.
Adjusted prices for the following regions to boost player numbers, if you already bought the game at a higher price, thank you for supporting the development of this project. Without you we are nothing!
Ready for your next tour? Our first big content update will drop this weekend - Vitamin B-52 Injection:
Hi everyone. I wish you happy new year. Today's come out the first report of 2023.
A few days ago I released the 1.5.0 which introduced the Steam Workshop. Now the next updates will be small patches to fix some problems.
The Korean translator
In the 1.5.0 I tried a new type of AI to support the Korean. It was a failure and the Korean will be removed from the game until I have decent results. Sorry for the false hope.
The Turkish translator has the same problem, but I'm replacing it with another one which gave good results during my tests.
This year's plan
I'm still employed full time. This mean I won't have much time to update the game. During December, I had a lot of free time and managed to work a lot on AIdventure but, it was an exception.
The next big update should be a full rework of the interface. The actual UI is... It is what it is. It will make the whole experience smoother for new players and nicer for users playing in full screen.
After the UI update, I should be working on the extension of the RPG system. This update should bring a lot of cool new features and bring AIdventure closer to its final state. However, because it will add new stuff it will also take more time! I can't give any release date.
literally every time we post anything mewgenics related someone will always say, you are still working on that? or i thought that was canceled? and i totally understand because both are true, but also somewhat untrue at the same time, so let me take you down memory lane and explain where this whole thing started, where it is and where it's going!
in 2011 the dust had settled on the release of super meat boy, i really wanted to stretch my design muscles a bit and take bigger risks so i started experimenting with designs in short game jam like bursts, the first game jam game was a weird game called Love Sick, about a love starved child who uses his tears to fight off his inner demons, 3 months later this game would release on steam with a new title, The Binding of Isaac. Isaac's release didn't really wow many people, it literally took almost a year to really take off and become the hit you guys would know, and as it grew so did my taste for something new. i had 2 more weird game ideas, one was an FMV game about webcam murders called Camdrome (more on this one in a few years) and the other was a cat breeding sim called too many cats aka, Mewgenics.
the idea for Mewgenics was basic, you have a house hub where you breed and care for a bunch of stray cats, you take those cats into mini games and grind out coins you use to buy furniture to fill your house and that was that. it was a simple but cool idea that looked cute, gross and funny and that's all that really mattered to me, i LOVED this game. i spent the next 9 months obsessing over every detail, drawing 100s of pieces of furniture, 1000s of cat pieces and slowly creating this little living town full of weirdo npcs who help aid in your progress. i even made a comic about it that was given out at pax to anyone who demoed the game there, things were looking awesome.. sadly not everyone shared my enthusiasm. shortly after showing the game at pax the game was canceled and shelved along with camdrome. unable to work on these IPs I decided to focus my attention back on isaac and its remake, Rebirth. but being forced to put mewgenics down haunted me for years... i loved that world and i loved the core idea of a hub where you breed cats and use them as avatars in other games, i loved the characters ,art style, and phenomal soundtrack by Ridiculon.
around 2017 i left Team Meat, but with me came mewgenics and camdrome. it was a dark time then, but once i finished the projects i had started (The end is Nigh, Bumbo, Repentance, Tapeworm and Four Souls) i swore that i would start again on Mewgenics and that exactly what Tyler and i have been doing for the past few years.
i loved the design and themes of the original prototype, but using the cats in mini games and basic pokemon combat felt lame.. so tyler and i both put our heads together and started experimenting with a "core" game idea, something that could use multiple cats at once and bring every element of what worked before into this new design.
we tried making a brawler
we tried doing it more RTS style
we tried a range of genres...
but finally we tried out a turn based rpg style, like final fantasy tactics...
this design was the hardest to tackle and by far the most in depth. but mewgenics was a feature creep design, at its core the prototype was about endless possibilities, replayability , legacy and everything we were exploring with a turn based strategy game complemented these elements perfectly.
after about a year of work it was clear that this new design was amazing, the more we added the more deep and repayable the game became, this was THE GAME.. this was the thing I've been wanting to make for over 11 years!
and that brings us to now, currently Tyler and i are leading a small team of animators and artists into the future with banners held high. we have roughly 18 months left of dev, but the game is far enough that we have started allowing the press to experience it, and the response is amazing.
so, from here on out every 2 weeks ill be doing a blog post about some aspect of the game, spoiling music , art and even gameplay.
we have a long road ahead of us, bit its super exciting to be this obsessed with a project again and i cant wait to show you how it all works!
Playing among the stars is easy when you've got your own portable star field. Lounge in style with this snazzy moon-shaped chair!
This item will unlock a new chair in your account wardrobe. Chairs can be found under the Novelties menu in your Hero panel. Resting in a chair for 5 minutes will grant you a one-hour bonus to experience gained in the open world.
Discounts
For the next week, we're offering a 20% discount on the following items:
Home Instance Nodes
These items add permanent gathering nodes to your home instance. You can take advantage of these new nodes once per day for easy access to basic crafting materials.
Basic Cloth Rack
Basic Harvesting Node Pack
Basic Leather Rack
Basic Lumber Node Pack
Basic Ore Node Pack
Waypoint Unlock Packages
Take your newest alt on a speedy tour of all your favorite places in Tyria! Purchase the Waypoint Unlock Box, the Central Tyria Waypoint Unlock Package, and the Expansion Waypoint Unlock Package now to unlock waypoints across the world!
Seasonal Swap
Starting this Friday, look for the following items to be added to the Gem Store at a 20% discount:
Phoenix Light Armor Skin
Magitech Medium Armor Skin
Braham's Heavy Armor Skin
Available Now in the Gem Store!
Log into Guild Wars 2 and press 'O' to access the Black Lion Trading Company for these great offers and more!
The annual Lunar New Year festival begins next week! Tyrians are celebrating the beginning of the Year of the Rabbit with fireworks, games, delicious Canthan food, and prizes. The Crown Pavilion in Divinity's Reach will be lit up with traditional Canthan decorations and will be your party hub to usher in the new year.
During the three weeks of the festival, you'll be able to participate in various activities and minigames only available during the celebration. There's something available for everyone—from the competitive, dodgeball-like Dragon Ball game mode to the agility-focused Celestial Challenge.
By participating in Lunar New Year events, you'll be able to earn loads of luck, which can be used to permanently increase the magic find bonus of your account. Magic find allows you earn higher-quality loot from foes, and bonuses to magic find obtained from luck are permanent and account wide.
We'll have more information about the returning activities and this year's rewards available next week. As always, the full release notes will be available on the official forums.
Happy New Year! The team is back from holidays, and we’ve brought a new Developer Update with us. In this series of posts, we cover all the biggest upcoming changes coming to Dead by Daylight. We have many quality of life improvements up our sleeves, so without further ado, let’s kick 2023 off with a bang.
Survivor Activity HUD
It’s no secret that playing with friends may improve your odds of survival. Communication can at times make the difference between life and death. Solo Survivors need to work extra hard to keep up, often sacrificing perk slots for crucial information that could be easily shared between players in a call.
Last year, we shared an early design for a system that would help bridge the gap between solo Survivors and premade groups. The response to this idea was positive, so we’ve been ironing out the details and working on it behind the scenes since. We’re happy to say that this system will be debuting in the 6.5.0 update.
Each Survivor will now display their current action next to their portrait. These actions include:
Repairing a Generator
Opening an Exit Gate
Healing, Mending & Recovering
Cleansing & Blessing a Totem
Searching a Chest
Killer specific actions (e.g. Snapping out of it, waking up a Survivor, etc.)
This not only gives you vital information to plan your next move, but also gives you some visibility on what your teammates are doing to build camaraderie between you and your fellow Survivors. These actions are only visible among Survivors: Killers won’t be told what you’re doing at all times.
Beyond actions, we have added a new indicator to signify that a Survivor is in a chase. Previously it was only possible to tell when the Obsession was being chased due to the twitching icon. Going forward, any Survivor that is being chased will have a small set of Entity claws surrounding their portrait. Meanwhile the Obsession will always have a larger set of Entity claws around their portrait, keeping the effect visually similar. Unlike your current activity, the Killer also sees who they are chasing, making it possible to distinguish two similarly dressed Survivors.
Finally, we’ve added a new health state to show when a Survivor is being carried by the Killer. Previously the carried Survivor would be shown in the dying state, but this could be confusing for newer players who were looking for the aura of a dying teammate.
Why these actions?
The goal with this feature is solely to bridge the gap between solo Survivors and premade groups. All this information can be easily conveyed between friends in a call, but not between solo Survivors (without the use of perks). Therefore, this information will not make a coordinated group any stronger than before.
We specifically want to avoid anything that could give already coordinated groups an advantage, such as showing a Survivor’s exact location. Due to the procedural nature of Dead by Daylight maps, callouts like these can be hazy at times, so pinpointing an exact location could give even premade groups an advantage.
We hope you’ll find this decision to be the fairest option for bridging the gap, and we will be closely monitoring the impact this change has on solo Survivors, premade groups, and overall gameplay. We look forward to hearing from you all once you’ve had a chance to try it out!
Updated Wiggle Mechanics
The updated wiggle system was the first feature to appear in the beta tab last year. Since its introduction, we’ve collected feedback from countless games and around the internet. Roughly 83% of players are currently opted into the wiggle beta.
The time has come for this system to be officially integrated into the game, and as a result, the wiggle beta will disappear from the betas tab in the 6.5.0 update. There’s a couple changes that will be made before this goes live.
First: We are removing faster wiggle progression from great skill checks. Hitting all great skill checks could shave off a whole second. While this sounds small, it can be the difference between wiggling free and getting hooked. Rather than increasing wiggle speed, great skill checks will instead increase the amount the Killer sways while carrying you by 20%. Great skill check success zones have also been increased in size since they are now less impactful. Good skill checks, on the other hand, still bump the Killer, but 50% less than was previously normal.
Second: We have added a new sound for non-attempts (i.e. not attempting to hit a skill check at all). Previously, this would play the missed skill check sound, which can be a little intense when played over and over if you’ve decided not to wiggle. This new sound will be much more subtle.
Third: We have cleaned up the new system’s interaction with Decisive Strike. Previously, wiggle skill checks would start immediately after the Decisive Strike skill check. This caught a lot of people off guard and caused some confusion. There is now a short (0.5 second) delay after the Decisive Strike skill check before wiggle skill checks appear. You’ll be credited a small amount of wiggle progress to make up for the added delay before these skill checks appear.
The Nurse
In the right hands, The Nurse can no doubt be the strongest Killer in the game. Though she has a steep learning curve, not much can stand between a good Nurse and the Survivor she’s trying to kill (not even walls). Although it’s been a while since we’ve made any major changes to her, The Nurse has steadily grown in power thanks to the introduction of new perks, making already strong playstyles even stronger. This in large part comes down to the fact that her attacks are considered basic attacks, meaning they can benefit from a wide variety of perks.
Since The Nurse can be threatening enough on her own, we’ve decided that it’s time to make her blink attacks special attacks. This means they will no longer activate basic attack perks such as Starstruck, Hex: No One Escapes Death, and so on.
Next, we’ve added a new sound cue when The Nurse has fully regenerated all her blink charges. This way, you’ll know when you’re ready to blink again without having to keep an eye on the corner of your screen.
Beyond that, we took some time to revisit The Nurse’s add-ons to add new effects and bring the strongest and weakest of the bunch closer in line with the rest. Notably any add-on that increases The Nurse’s maximum blink range has been replaced with a completely new effect. Here’s a sneak peek at what’s to come:
“Bad Man’s” Last Breath
After hitting a Survivor with a blink attack, The Nurse becomes Undetectable for 25 seconds. This effect can only be triggered once every 45 seconds.
Jenner’s Last Breath
Once all blinks have been exhausted, The Nurse may teleport back to her original position. Once she returns to her original position, all blink charges are restored.
The full details for the changed add-ons can be found in the patch notes once the update goes live, but you can also expect changes for the following:
Catatonic Boy’s Treasure
Dark Cincture
Heavy Panting
Ataxic Respiration
Fragile Wheeze
Campbell’s Last Breath
Kavanaugh’s Last Breath
Torn Bookmark
Matchbox
Spasmodic Breath will also receive new audio and visual feedback to make it clearer when its effects are active.
The Knight
The Knight and his guards have been patrolling the realm for a little over a month now, and we’ve been combing through your feedback all the while. One recurring piece of feedback we’ve received is about how The Knight’s power is best used in loops rather than over longer distances. While this is a totally valid way to use his power, we’d also like to make it more appealing to use your power in different ways. We’ve made a few changes aiming to make longer paths more powerful.
First, the orb Survivors see when the Killer is creating a path will shrink with distance, disappearing completely when the path is longer than 10 meters. This will make it more difficult for Survivors to avoid a guard before they become active, though the Killer will still need to predict where the Survivor will go.
Second, after creating a path longer than 10 meters, The Knight will gain the Haste Status Effect for a few seconds. The longer the path, the longer the movement speed bonus will last. This aims to help the Killer catch up after using his power.
Third, guards will move to the position they spotted a Survivor and begin chasing faster depending on the length of the patrol path. Like the Haste, only paths longer than 10 meters will benefit from this.
Beyond promoting longer paths, we’ve increased the instant generator regression from guards to 5% (compared to the default 2.5%). Guards will not activate generator damaging perks, however, so use them wisely!
Lastly, we have the admire the… creative ways some of you have used The Knight’s power. Rather than locking down an area or aggressively chasing Survivors, some of you have discovered that you can start drawing a path and not move to hide your terror radius- particularly near a hook Survivor. While the efficiency of doing this is debatable, it doesn’t exactly suit his playstyle, so we’ve added a 10 second limit to his patrol path creation. This gives enough time to not affect a typical path, but it will put a hard limit on how long you can stay still and hide your terror radius.
Eyrie of Crows
Last year, the Forsaken Boneyard appeared in The Entity’s Realm alongside the Portrait of a Murder Chapter. You’ve given us a lot of feedback on this surreal landscape, and we’ve prepared some gameplay adjustments for the Eyrie of Crows which will launch in this upcoming patch.
Many players reported that the map felt Survivor-sided, and this is something we can back up looking at our data. To remedy this, the map will be changing shapes: Rather than a long rectangle, the map will be roughly square, allowing Killers to patrol generators more easily. This change in shape also reduces the overall size of the map slightly.
Additionally, maze tiles (stronger tiles made up of tall walls) have been moved away from the main building and shack, making it harder to combine them into stronger loops.
Last but certainly not least, several new tiles have been added to the map. Multiple existing tiles have had new foliage added in strategic places to allow trapping Killers to better hide their traps. Keep an eye out as you explore!
We hope you’ll find the new Eyrie of Crows to be a much more even experience for both sides.
In-Game Challenge Tracker
We’ve all been there. You’re not quite sure if you finished your challenge or not. You spend the rest of the match questioning, “Was that 5 Totems, or 4?” Doubt starts to creep in, but you lie to yourself and say, “No. It was 5.” Then the match ends and you find yourself just shy of the goal.
Never again: We are adding a challenge tracker during the match. This widget will appear at set intervals as you make progress on an active challenge. You can choose to toggle between two settings that will indicate progression on a challenge, as well as its completion. No more guessing!
If you’d prefer to keep your screen clear, this widget can be switched off in the Options menu.
Gameflow Improvements
Speaking of challenges, if you’ve ever queued up for a match before realizing that you didn’t have a challenge selected, you’ll know that you’re faced with two choices: Keep queuing and play the next match without a challenge, or back out and select one.
Starting in 6.5.0, this is a thing of the past: You can now browse the Archives and the Store while searching for a match. The “Searching for Match” indicator will stay in the bottom right corner of the screen as you browse. You’ll also be able to spend Bloodpoints in the Bloodweb as you wait!
New for our Killers players, you’ll also be able to customize your non-selected Killers while you wait for a match to start. Note: the Killer you will enter the match with will be the Killer you started your search with. As always, returning to the main menu will automatically cancel your search or exit your group, as it always did.
Whether you forgot something or you just love clicking around while you wait, we hope you’ll enjoy having more freedom while searching!
Merciless Killer
Finally, we have a small update to Merciless Killer ratings. These ratings are currently tied to the grades system, where a double pip earns you a Merciless Killer result and the corresponding adept Killer achievement/trophy. Unfortunately, this means that as your grade increases, it becomes harder to earn these achievements. Since the emblem system has transitioned to a monthly ladder, it no longer makes as much sense for match results to be based on them.
To clean things up, the result you get after a match will now be tied directly to kills.
0 Kills: The Entity Hungers…
1-2 Kills: Brutal Killer
3 Kills: Ruthless Killer
4 Kills: Merciless Killer
With this change, the requirement for a Merciless Killer rating is much clearer and remains the same regardless of your grade. This will also make Killer adept achievements a similar level of difficulty to their Survivor counterparts.
Iridescent Shard Prices
A few months back, we announced that all non-licensed outfits would receive an option to purchase with Iridescent Shards roughly a month after they first appear in the store.
By extension, existing outfits will also receive Iridescent Shard options, but this is being done in batches of a few characters at a time. So far, we’ve added this option to outfits for The Trapper, The Wraith, The Hillbilly, The Nurse, The Huntress, The Doctor, The Hag, Dwight, Claudette, Meg, Jake, Nea, and David King.
We can reveal that the next characters to get this treatment will be The Clown, The Spirit, Ace Visconti, and Feng Min. You can expect the Iridescent Shard prices to appear around the time the update releases on all platforms (not the PTB!).
An Update on Cheating
Now that 2022 is behind us, we wanted to leave you with a chart showing the number of cheaters banned each year since Dead by Daylight was released.
The team is still hard at work finding and patching new vulnerabilities, and we hope to share more information with you soon!
With that, we’ve reached the end of the first Developer Update of the year. Everything we shared in this post will be available in the Public Test Build starting tomorrow and are planned to be released on all platforms later this month. Be sure to let us know what you think once you’ve had a chance to try them out!